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Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data. The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
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@@ -907,6 +907,7 @@ SDL3_0.0.0 {
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SDL_SetAudioStreamFrequencyRatio;
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SDL_SetAudioPostmixCallback;
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SDL_GetAudioStreamQueued;
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SDL_GetTextureDXGIResource;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@@ -932,3 +932,4 @@
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#define SDL_SetAudioStreamFrequencyRatio SDL_SetAudioStreamFrequencyRatio_REAL
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#define SDL_SetAudioPostmixCallback SDL_SetAudioPostmixCallback_REAL
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#define SDL_GetAudioStreamQueued SDL_GetAudioStreamQueued_REAL
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#define SDL_GetTextureDXGIResource SDL_GetTextureDXGIResource_REAL
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@@ -978,3 +978,4 @@ SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamQueued,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(IDXGIResource*,SDL_GetTextureDXGIResource,(SDL_Texture *a),(a),return)
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